100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
EXAMPLE 2 – Cindy has never read Cullen’s much–im itated (well… at least ONCE– imitated) comic series LUCKY DEVIL, but she likes the idea of Stanley, an everyday schlub with the powers of a demon. For ADVENTURER CONCEPT she writes (believe it or not) “Everyday Schlub With The Powers of a Demon.” For his reason to adventure, she writes “When the demon possessing him was exorcised, the demonic powers remained.” With AD VENTURING CLASS, she faces a conundrum. Her Ad venturer might be best reflected as a Priest or a Magician. In the end, she thinks his magical mumbo jumbo is best represent ed by the Magician class. For name, she selects “Stanley.”
CULLEN SAYS – What about special ancestries? What if you want to play an Elf or Dwarf or Hobbit or the like? For the rules as presented here, Adventur ers are assumed to be human. However, if there are Dwarves in your world and you want to play a Dwarf, simply add that to your Adventurer Concept and you’re off to the races. Choose the Advantages and Skills that you think are most appropriate for a Dwarf. For now, being a Dwarf (or Elf or whatever) does not change your statistics and bonuses. In later publications, that might change.
ADVENTUrING TrAITS
T here are four Key Adventuring Traits: • MUSCLE (a measurement of your physical strength) • BRAINS (a measurement of your intelligence and cunning) • AGILITY (a measurement of your speed and dexterity) • WILL (a measurement of your determination, drive, courage, and stubbornness) During Adventurer Creation, you have a D6, a D8, a D10, and a D12 to assign. Assign one to each of the statistics. The higher the die, the more competent you are in that Ad venturing Trait.
EXAMPLE – For his Undead Viking, Josh decides that he is very strong and resilient, and he therefore puts a D12 in MUSCLE. The Adventurer (and Josh) is smarter than you might expect, so Josh places a D10 in BRAINS. Even though Rikard was created as the ser vant of an evil witch, his WILL is such that he sometimes strug gles against her urgings, so that score is a D8. And, since you don’t have to be fast when you can take a hit, the Viking’s AGILITY is a D6.
A sly Thief might have a D6 Muscle, a D8 Brains, a D12 Agility, and a D10 Will.
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